Phoenix Point

The acclaimed strategy game from the creator of X-COM. Fight tactical battles on procedural maps against a foe that adapts to your tactics. Manage diplomacy and economy on a global scale. Research, explore, overcome. Now includes Steam Workshop support for mods!

Phoenix Point is a tactical, turn-based strategy and grand strategy game developed and published by Snapshot Games Inc..
Released on December 03rd 2020 is available on Windows and MacOS in 8 languages: English, French, Italian, German, Spanish - Spain, Polish, Russian and Simplified Chinese.

It has received 6,011 reviews of which 4,350 were positive and 1,661 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 8.39€ on Steam and has a 65% discount.


The Steam community has classified Phoenix Point into these genres:

Media & Screenshots

Get an in-depth look at Phoenix Point through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Win 10, 8 and 7 SP1+ (64 bit)
  • Processor: Intel Core i3 / AMD Phenom II X4
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 950 / AMD Radeon R9 270x
  • DirectX: Version 11
  • Storage: 30 GB available space
  • Sound Card: DirectSound Compatible
MacOS
  • OS: Mac OSX 10.13 64bit
  • Processor: Intel Core i3
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon Pro 560

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
Compared to X-Com 2 it's grittier, feels more 'real'. Which makes the horror aspects more scary as well. Good mod support (not that many mods though), the game is quite satisfying. If you want an X-Com game with a bit more horror - or just an X-Com game - I wholeheartedly recommend this.
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Oct. 2024
In many ways, Phoenix Point is inferior to XCOM-2. There is questionable gameplay balance, worse character customization, and just generally less of the magic that makes XCOM-2 so great. But I find myself returning to Phoenix Point far more often than XCOM-2 for a few reasons: the factions, the flexibility, and the larger scale. There are so many great moments of decision making that make you feel like you are actually strategizing a war against an enemy. Do you build bases near your allies to help defend them? Do you want larger aircraft that hold more troops but move significantly slower? Do you prioritize manufacturing or research? This game is honestly so, SO close to being the best of its genre. But the developer has a specific vision about what this game should be, and for better or worse, this is the Phoenix Point we get and maybe not the one we deserve. What this game needs is a general balance overhaul, clear weapon and armor tiers with a whole additional tier of equipment, vehicles actually viable by dropping their squad slots to 2 (down from 3) and allowing them to reload, and giving factions more agency overall. As for the DLC, the Blood and Titanium DLC as well as the Kaos Engines DLC are decent. Legacy of the Ancients feels misplaced and I never engage with the content. Corrupted Horizons and Festering Skies actively make the game worse by adding completely unbalanced enemies and unwanted busywork, so I strongly recommend NOT buying these.
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Sept. 2024
This game has quickly become one of my very favorite turn based strategy games! It feels really good and fluid to play, and it gives more value to having skill as opposed to playing with the dice roll. Let me try to talk about all the aspects of the game that I love soo much: The Ballistics Model: This is, without a doubt, my favorite part of this game! Have you ever played XCOM and missed a point blank shot because your opponent has a 5% chance to have all their atoms align in the perfect way to allow the bullets to phase through them? I HAVE MANY TIMES! That's something that we don't have to worry about here with this system! With some proper character placement, you can actually guarantee a 100% chance to hit even without being point blank! Being able to freely aim your weapons as well allows you to target areas that enemies have cloaked, or that arent EXACTLY revealed. It also allows you to play with one of my other favorite mechanics, disabling body parts! Disabling Body Parts: With the way the ballistics model works, you're able to aim and target specific body parts on your enemies, which allows for some really interesting gameplay strategies! For example, you can aim at an enemy's leg and disable it, causing them to lose a whole bunch of movement range. Great for keeping melee units from getting too close to your targets. You can also outright disable an enemies way to damage you! I could shoot the pincer weapon right off an enemy, and now they can no longer do any damage to me. They may not be dead, but they're no longer a threat, allowing my team to focus on more important things. Through this you get a new level of control over the battlefield, and it can teach you to appreciate accuracy over damage when you know you can disable an enemy instead of having to outright kill them. Action Point System: This has the most feel good action point system in any game I have played so far! Every character has 4 action points, and all actions, including movement, consume these points. When your characters move, they actually begin to start consuming fractions of the AP, depending on their movement speed. What this means is that you could move into the square right next to you multiple times within the same 1 action point. This allows for some really strategic placement, like hiding around a corner, popping out, firing, and then moving back into cover afterwards. Yes, I did just say that I could move AFTER I fire. Unlike some other turn based games, firing your weapon doesn't actually end your turn! It simply consumes 1-3 AP, depending on the weapon. This allows you to fire your weapon multiple times in a single turn, to move and shoot and then move again, toss a grenade to destroy cover before blasting down the enemies, and many other combos! It makes the gameplay feel soo good, and is possibly one of the best mechanics for making this game soo comfortable to play. The Geoscape: Through the Geoscape, you're able to access your entire project. From here you access your research, soldiers, diplomatic relationships and everything else related to your project. This geoscape as a UI is super intuitive and simple, and has this one overlooked feature that makes menu navigation super SUPER fast and effecient: RIGHT CLICK WILL MAKE YOU GO BACK IN THE MENUS! This just feels soo good when you're clicking around all your menus, and this applies anywhere where you can back out of something. So you can navigate your menus quick and easy. UI aside, the geoscape has a fun mechanic that's similar to XCOM 2's.. well, geoscape! The difference being that you have a much larger planet, where it could take you over 1 day (in-game) to move to another side of the planet. This geoscape is in itself a strategy game. Unlike XCOM 2, you can have several ships with several squads, spread out around the planet to make up for that long travel time. While you're waiting for your defense missions or nests to pop up, there are tons of nodes for searching for resources, or havens to visit to trade with or recruit from (or steal from and sabotage perhaps?) Meaning that it's worthwhile for you to have several ships exploring the planet, opening up new bases searching the planet, bolstering your squad, etc. It's a game within a game! I don't want to make this go on for too much longer, so here are some of my main favorites. There's other things like highly customizable loot, many new classes, multiclassing and character skill points, and soo much more to this game. I'd HIGHLY suggest playing this game if you're a fan of turn based games. It may take a little bit to get used to, but once you do, you'll have soo much fun playing it!
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Aug. 2024
A lot of people did not like XCOM: Apocalypse. I actually enjoyed it quite a lot. Why does that matter? Because I feel like this game was the unfinished business left over from XCOM: Apocalypse and then some. This game is pretty tough, and much like XCOM of old your first play through is going to be humbling. I definitely recommend turning off all the DLC and attempting just the vanilla game on your first couple of attempts to get the core mechanics down, otherwise you will be overwhelmed and frustrated. It doesn't have the replayability of the XCOM series but there is still plenty of ground to uncover before you'll be done. The mechanics are good. The combat is good if at times frustrating. The story isn't going to win awards but it is interesting enough to pay attention to it. One area I think it suffers a lot when compared to XCOM is in the research and weaponry. The focus is largely on tactics and less on growth; by growth I mean researching upgrades or improving tech. There is some of this, but nothing like there was/is in other games. "Upgrades" aren't really an upgrade but just another avenue of attack, or a hard counter to a specific tactic/creature. The growth applies to soliders as well. They will never be on the same footing as the enemy. The enemy is always stronger, faster, more skilled, etc etc etc. Veteran's have access to more skills and there are certainly ways to cheese them but they don't grow like XCOM soldiers did. They just unlock a skill... but never actually improve at anything. All being said though... this isn't XCOM. This is Phoenix Point and it is good. 8/10
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June 2024
Don't even play it vanilla. Get the complete edition if you can, and play with the TFTV mod from the Workshop that even the developers of the game themselves endorse. It addresses a lot of complaints that the reviews of those DLCs have, making the experience a lot more cohesive, and it does a very nice job of tutorializing you on its own additions and introducing DLC content at a reasonable pace. First time playthrough on Veteran with very little knowledge and it's going well. That said, a lot of what I'm going to praise here is NOT what the mod provided, but what the ideas of the developers had first implemented, and that the mod simply tweaked the numbers on. I can't much speak about the base game experience, but with TFTV, this game feels like it properly achieves what XCOM wished to be. Fighting off a global-scale, growing threat, working with local civilian populations that themselves interact both between themselves and the player as they develop their own technologies that you in turn can get your hands on. It feels less like you're sitting around, scanning to pass the time until the next mission pops up that you are essentially obligated to go deal with if you don't want to lose your funding as the entire world is entirely dependent on you and your one deployment ship. It feels more like you have an active role to play as the unaligned wild-card with the power to sway nearly any conflict that you choose to partake in, depending on difficulty, and that you ultimately have multiple possibilities in bringing an end to this existential threat, whether you choose to do it on your own or alongside one of the three factions. You can have multiple bases, multiple deployments, you choose which soldiers occupy which parts of the globe. In this genre, this is all a huge leap forwards for replayability. Vehicles feel like they have an actual, unique role in your compositions that the SHIV never really had, and even though they take up three deployment slots, they are legitimately utilitarian enough to be worth it, since they're highly armored, extremely fast, high storage, can pull your whole squad from one end of the map to the other in a single turn, and pack a lot of firepower (or other very strong buffs, depending). Instead of being a near-total downside in the sense that they can't benefit from a lot of soldier-specific powers that were flat out broken in XCOM, in this game they have their own loadouts and equipment, they don't need to be fed, they don't have to deal with Delirium or Stamina or other disabling factors, and it's just damn fun to shell a cluster of enemies across the map with artillery rockets. And the ballistics system... I love the ballistics system. Every bullet has a physical presence and every soldier has a crosshair that they WILL land their shots within. Never again deal with the infuriating XCOM experience of missing a shot against an enemy you're literally adjacent to because that 5% chance to whiff happened. Sure, it's got its quirks, it isn't always clear whether or not your soldier actually has a sightline unless you check the Free Aim for yourself due to the cover system not being wholly polished, and it requires thinking a lot more about how you put your soldiers into cover and actively looking at the geometry of the map to see if that half-cover really is any cover at all. Your soldiers will take more chip damage, but recovery is a much quicker process than in XCOM and you aren't forced to let them sit at base until they're fully recovered if there's something urgent that needs a response. Armor is also a much more prevalent factor early on in the game, further mitigating the issue. You also just have more soldiers in general, and you're naturally incentivized to not simply work with one A-team the entire game. Then there's the part-break system, choosing to target legs to cripple movement, or directing your soldier to shoot around the shield that an enemy just deployed in front of them. It's fun, it's interactive. Your soldiers will, by default, choose the spot that they see the highest chance of landing the most shots, but you can always make the call to aim elsewhere. I honestly don't know how well I'll be able to enjoy going back to a purely chance-based system after this, because this system essentially and almost elegantly trims the RNG where it shouldn't be and keeps it where it should be, and manages to work in a fun additional layer into how you choose your targets on top of that. Yes, this game is less polished than XCOM, in some places a little glaringly so. And yet to reduce it to just being a "less polished XCOM" is far too reductive, because it makes a lot of meaningful additions that I worry XCOM itself will never pick up on, and it's for that reason that I think you absolutely should play this game if the general systems interest you, because when XCOM 3 rolls around, you might just find yourself wishing it had some of this game's ideas.
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Last Updates

Steam data 21 November 2024 06:10
SteamSpy data 18 December 2024 22:25
Steam price 23 December 2024 20:20
Steam reviews 21 December 2024 19:46
Phoenix Point
7.1
4,350
1,661
Online players
411
Developer
Snapshot Games Inc.
Publisher
Snapshot Games Inc.
Release 03 Dec 2020
Platforms